Role Playing Game (RPG ) Video Games and Loneliness: An Analysis of Finding Paradise Narrative

L. A. Saraswati, I. Rifai, Muhamad Farhan
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引用次数: 0

Abstract

The research argued that ‘Finding Paradise’, the third installment of adventure RPG video games developed and published by Freebird Games, embodied excellent storytelling techniques for illustrating loneliness and those who experienced it in society. The ‘Finding Paradise’ narrative used immersive technology to let players experience the subject at hand with their own senses. Video game design aimed for relevancy to contemporary society’s realities as well as compelling storytelling. Close reading was used to break down ‘Finding Paradise’ narratives into smaller aspects to strengthen and articulate a more connected relationship with the text; as a result, the researchers could draw interpretations within the text. By incorporating Herman’s fundamental narrative components into the ‘Finding Paradise’ narrative and examining how stories and narratives can be used as a teaching tool using the reader-response approach, it can be concluded that the subcomponents of the game’s narrative, specifically the representation of situatedness, event sequencing, worldmaking, and reality representation, provide a good example of developing a well-crafted and non-judgmental representation of loneliness as a mental illness and individuals who suffer from it that can also be used in EFL/ESL classroom.
角色扮演游戏与孤独——《寻找天堂》叙事分析
研究认为,《寻找天堂》是Freebird games开发和出版的冒险RPG电子游戏的第三部,它体现了优秀的讲故事技巧,可以说明孤独和那些在社会中经历过孤独的人。《寻找天堂》的叙事采用了沉浸式技术,让玩家用自己的感官体验眼前的主题。电子游戏设计旨在与当代社会的现实相关联,并讲述引人入胜的故事。细读被用来将《寻找天堂》的叙述分解成更小的方面,以加强和阐明与文本更紧密的联系;因此,研究人员可以在文本中做出解释。通过将赫尔曼的基本叙事成分纳入《寻找天堂》叙事中,并研究如何使用读者反应方法将故事和叙事用作教学工具,可以得出结论,游戏叙事的子成分,特别是情境性的表现、事件排序、世界造造和现实表现,提供了一个很好的例子,将孤独作为一种精神疾病和患有这种疾病的个人进行精心制作和非评判性的表达,也可以在EFL/ESL课堂上使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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